Swiftwater Cliffs

Swiftwater Cliffs

Land

Swiftwater Cliffs enters the battlefield tapped.

When Swiftwater Cliffs enters the battlefield, you gain 1 life.

: Gain or .

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Trade

Have (1) gildan_bladeborn
Want (3) masterjdt , kingcraig , Frostmourne657

Printings View all

Set Rarity
Core Set 2021 (M21) Basic land
Ikoria: Lair of Behemoths (IKO) Common
Mystery Booster (MYS1) Common
Commander 2019 (C19) Common
Core Set 2020 (M20) Basic land
Commander 2018 (C18) Common
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2017 (C17) Common
Duel Decks: Mind vs. Might (DDS) Common
Commander 2016 (C16) Common
Eternal Masters (EMA) Common
Commander 2015 (C15) Common
Fate Reforged (FRF) Basic land
Khans of Tarkir (KTK) Common

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Pauper Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Frontier Legal
Commander / EDH Legal
Pauper EDH Legal
Penny Dreadful Legal
Highlander Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Swiftwater Cliffs occurrence in decks from the last year

Commander / EDH:

All decks: 0.1%

Swiftwater Cliffs Discussion

DanMcSharp on This Is America

2 weeks ago

Hello,

Winged Words is just a draw 2 for 3 mana in your deck since you don't have any (flying) creatures, so any other draw spell would likely work better. Omen of the Sea would be a good example.

Conclave Tribunal is also hard to justify in a deck with no creatures since you can't make use of the Convoke, might as well just run some Banishing Light instead.

Typically any control deck that plays will play a few copies of Teferi, Time Raveler and Elspeth Conquers Death, which I would highly recommend. It could even bring back Ugin, the Spirit Dragon from the graveyard if you discarded it to Chemister's Insight jump-start.

Chandra's Outrage is pretty expensive at 4 mana for what it does, you could run Storm's Wrath instead for something that has much more impact on the board.

Jaya's Greeting is fun but compared to something like Scorching Dragonfire, the scry1 really isn't worth it when you could have the option to hit a planeswalker and having them be exiled on top of it.

You could try to include some Fabled Passage in your mana base instead of some of the tap lands, I'm sure you'd much rather draw that than a Swiftwater Cliffs if you're waiting for your 8th land to play Ugin, the Spirit Dragon.

I really don't think this deck needs Clear the Mind. You won't mill yourself, and on the off-chance you'll happen to draw it against a mill deck, you might as well run anything else that will be far more useful to you.

Hopefully these suggestions are helpful, cheers!

gamercat98 on UR Kiln Friend

1 month ago

Balaam__ The Ash Barrens can come in untapped as a colorless source if I need them and color doesn't matter. I originally had a few Swiftwater Cliffs in the list, and if I find myself in trouble fixing mana would add them back in.

Balaam__ on UR Kiln Friend

1 month ago

Nice build, simple and effective. May I ask why no dual lands like Swiftwater Cliffs? It enters tapped of course, but that’s not any different than the drawback of Ash Barrens. Unless I’m missing a specific interaction with the graveyard or cycling ability, that is.

Deadpoo111 on Drawing Isn't Always Nice Izzit?

2 months ago

Ok, the main problem I see here is the mana base. There are a lot of budget lands that will help you cast what you want in the deck, especially because our commander is Niv-Mizzet, the Firemind. Izzet Guildgate, Swiftwater Cliffs, Temple of Epiphany, Gateway Plaza, Rupture Spire, Terramorphic Expanse are just a few examples. +1

Chandra585 on RU Mad V3

2 months ago

first off, cut your Evolving Wilds for Swiftwater Cliffs. You want your tapped lands to tap for both colors. The Ash Barrens can be cut for basics as well. It seems like you are trying to make two different themes work, Ninjas and madness. Both are totally playable, but in the same deck, they take up each other's space. I recommend cutting the Ninjas. That frees up 7 slots in mainboard and one in side. You should fill these slots with efficient discard engines like Insolent Neonate, Faithless Looting, and Merchant of the Vale.

If you aren't dead set on blue, I would replace it for black. Black gives you access to cards like Psychotic Episode, Dark Withering and Grave Scrabbler.

The_Fallen_Duke on Blue Flame

2 months ago

The deck looks good and it should be fun and effective to play, just a couple of observations:

  • is Swiftfoot Boots meant to protect Niv Mizzet from removal? Maybe I am missing something, but it does not seem like a necessary card in this build. Also, Spellbook costs 0 but takes a spot for an effect that you already can benefit from Thought Vessel and Reliquary Tower: I would rather replace it with a good old Izzet Signet to get some extra ramp instead.

  • there are many lands that ETB tapped, almost a third of your landbase and some of them without providing any additional benefit (cycling and scry are a good trade-off imo): I'd take out Highland Lake, Izzet Guildgate and Swiftwater Cliffs and replace with something more effective but still affordable such as Shivan Reef and Steam Vents or even some extra basics. Also, with a two colour deck very colour intense in the mana cost, Evolving Wilds, Terramorphic Expanse and even Ash Barrens would be in my opinion better replaced by some basic lands - unless it is the shuffling effect you are looking for.

  • your commander is a wizard, but you have only 4 wizards in the deck, meaning that more often than not your Wizard's Retort will be just a Cancel. Staying budget, I'd honestly rather have a Negate or Dispel if you want a hard counter or Mana Leak if you prefer more flexibility.

greyninja on Nekusar

2 months ago

Looks fun +1 from me

I'd suggest you include 32-37 lands. Anything under 30 will be really tough. The 8-10 pieces of ramp you have is decent, but you will struggle without enough lands. I usually auto-include 36 lands, unless I have like 12-20 pieces of ramp

Budget options would be Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater, Sunken Hollow, etc

High cost: Steam Vents, Watery Grave, Blood Crypt, Fabled Passage, Prismatic Vista, Polluted Delta, Bloodstained Mire, etc

Expensive af: Scalding Tarn, Badlands, Underground Sea, Volcanic Island

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